An Epic War Awaits
A World Worth Fighting For
Humans and smorcs share one small world, and only one side gets to keep it. Pick a warrior, magician, rogue or priest and walk the road from a city both sides share to the valley they fight over.
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Levels 1–20Homezar (common city)
Everyone starts in Homezar. Humans and smorcs level up shoulder to shoulder here: they hunt the same hills, trade at the same stalls and can even party together. No one draws a blade on the other side. Not yet.
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Humans, from level 20
Kafkamur
At twenty the sides part ways. Humans march home to Kafkamur, the lion's capital, with the Mother Tree in its square, harder hunting grounds outside its walls, and its own merchants.
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Smorcs, from level 20
Anzor
Smorcs go home to Anzor, under the skull banners, where a great dead tree hung with trophies stands over the square. Harder hunting grounds, and merchants of their own.
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From level 35The Combat Zone
Where the two roads meet. Both armies, up to the level cap of 40, fight for the valley around the clock, and every kill goes on the honour ladder. Not only each other: Arizegos the Desolator sits in the middle of it all. Every time he falls he gives up legendary gear.
World bosses
Three dragons rise over the three cities twice a day, in the morning and in the evening, server time (06:00 and 18:00 UTC). The whole world hears when one is about to rise. Bring it down within the hour, or it flies off unbeaten.
Over Homezar
Kezarun the Nightwing
The black wing over the city both sides share, where humans and smorcs can bring it down together. Its hoard is epic.
Over Kafkamur
Kamuryen the Verdant
The green terror of the humans' hills. Only the lion's people can reach it, and its hoard is always legendary.
Over Anzor
Anzuvar the Sunscorched
Sand-scaled and sun-burnt, it hunts over the smorcs' halls. Only Anzor's own can face it, and its hoard is always legendary.
A Warchief for each side
Every two weeks each side chooses its Warchief. The last day of a reign is election day: guild leaders stand, veterans vote, and whoever wins leads their side until the next one.
- Standing. The leader of any guild can put their name forward at a guild master, any day up to the end of election day. It costs 500,000 coins, win or lose.
- Voting. On election day, anyone at level 35 or above with 1,000 honour has one vote, for a candidate of their own side. One vote for each account, given at a guild master, and it can't be taken back.
- Election day. A whole day by the server's clock (00:00 to 24:00 UTC). The game reminds you all day until you've voted, and the count is open for everyone to watch.
- The reign. The candidate with the most votes becomes Warchief when the day ends. While the Warchief is in the world, everyone on their side deals 5% more damage, has 5% more health, and earns 10% more honour. In the Combat Zone the Warchief has twice the health, so bringing one down takes an army.
- The statues. Each side's Warchief stands in stone in Homezar, at the head of the way up to the citadel, in their own armour, with their name on it.
Four classes, two sides
Warrior
Magician
Rogue
Priest
Gear, in a nutshell
- Four rarities. Common, rare, epic and legendary: the rarer it is, the stronger it is and the more it's worth.
- What you wear. A weapon, an off-hand, one suit of armour, two rings and a necklace. Anyone can wear any armour and jewellery.
- What you hold depends on your class. Warriors take swords, axes, hammers and shields. Rogues take daggers, one in each hand, or a bow. Magicians cast through staves and priests through books.
- Where it comes from. Monsters drop it, the outfitter in Homezar sells the common and rare, and other players trade it on the market.
- Upgrades. At the Altar of Homezon in Homezar, three of the same item make one a level better, up to +3. Each upgrade can fail, and the higher it goes the more likely it is to. An upgraded weapon glows.